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(CSRHoD) Creamsteak's Red Hand of Doom [IC]

[sblock=Tyrla]You recognize the type of acid here as having been draconic in origin.[/sblock]

The group holds back, staying away from the dead owl. Four draconic shapes leap from thewater, slashing with razor-tipped clawed wings. A frill on their foreheads that extends down their backs suggests a green dragon was somehow involved in the creation of these monsters.

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Further, Tyrla recognizes a few distinct facts about the creatures.

[sblock]This type of creature is called a greenspawn razorfiend. It is a magical beast completely impervious to acid, having a powerful breath weapon similar to that of a black or green dragon. Their wings are used as weapons and to assist them in gliding and jumping, but they cannot fly. They hunt in solitary groups or packs, living only to kill, but they are surprisingly intelligent, more so than their vicious and barbaric nature would lead one to believe.[/sblock]

The creatures move with incredible speed, during their initial actions they manage to cover a significantly distance between the group and themselves. They leap into the air as soon as their feet were out of the water and onto the earth, bypassing much of the difficult terrain to close the distance.

Initiatives - Surprise Round
Razorfiends 25 <-ending here
Tyrla 22 <-acts
Warren 17 <-acts
Larian 15
Pender 14
Siobhan 13
Avril 7 <-acts

Razorfiends: The creatures emerge from their hiding places and move closer, using their incredible jumping ability to cover much of the initial distance between the group and themselves.

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Blue squares are shallow bogs. Dark green are heavy undergrowth. The lighter-off-green that makes up the trail and some of the other areas are light undergrowth. The squares around the owl are normal (no penalties). As usual you can start anywhere within the red outline (note that everyone except Avril is mounted). Avril can start in any square, but also needs to declare an altitude. Warren can start off unmounted and a little closer, however much he feels is a reasonable assumption of his approach.

Bogs: If a square is part of a shallow bog, it has deep mud or standing water of about 1 foot in depth. It costs 2 squares of movement to move into a square with a shallow bog, and the DC of Tumble checks in such a square increases by 2.

Both shallow and deep bogs increase the DC of Move Silently checks by 2.

Undergrowth: Vines, roots, and short bushes cover much of the ground in a forest. A space covered with light undergrowth costs 2 squares of movement to move into, and it provides concealment. Undergrowth increases the DC of Tumble and Move Silently checks by 2 because the leaves and branches get in the way.

Heavy undergrowth costs 4 squares of movement to move into, and it provides concealment with a 30% miss chance (instead of the usual 20%). It increases the DC of Tumble and Move Silently checks by 5. Heavy undergrowth is easy to hide in, granting a +5 circumstance bonus on Hide checks. Running and charging are impossible. Squares with undergrowth are often clustered together. Undergrowth and trees aren’t mutually exclusive; it’s common for a 5-foot square to have both a tree and undergrowth.
 

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Tyrla spat a hissing oath in Draconic as she slid gracelessly from the saddle- she knew the horse was probably going to panic, and she wasn't an experienced enough rider to control the beast. "They're dragon-spawn! Acid-breathers!," she called, hoping Larian had kept that scroll close at hand. Even as she spoke, though, she began her own response...

OOC: Starting at U 19; move action to dismount, then invoke an eldritch spear at the nearest critter (N/O 12-13); +8 ranged touch, 3d6 damage
 



Warren the halfling, HP 39/39, AC 29, Child of Shadow stance

Warren hisses in annoyance. Those marsh-walking magic boots from Vraath Keep would've been helpful here, but instead he got these speedy magic boots. Probably why the dang lizards heard him trying to sneak through the bushes and mud.

He backpedals a bit and assumes a defensive stance, not sure he wants to get too close to a couple of these lizards all by his lonesome.

(ooc: total defense and a 5-foot step back towards the group. Likely started in R-12, having moved further along the path while trying to scout the area, until the lizards heard or smelled him get closer to their owl-carcass and bog-pools. So now he should be in R-13. Note, with his Tumble ranks, total defense is +6 AC, so AC 29 until his next turn.)
 

Larian stares, dumbfounded by the speed of the creatures. He can do nothing but collect himself as they charge at the travellers. Start at U21.
 

Avril - Human Druid (Eagle) - AC 14 - hp 42/42 - Spot +20 - Listen +12
Mandla - Riding Dog - AC 25 - hp 45/45 - Spot +5 - Listen +5


Down on the ground Avril spots the lizard-like creatures erupt from the swamp, and she lets out an eagle-cry of warning to her friend below. She casts a quick glance at Mandla, the dog having suffered a little bit travelling through the bog of the swamp. Mandla's hair stood on end as it remained by Larian's side, protecting the spellcaster from any of these creatures that would come close.

Circling about a hundred feet in the air above the tree with the dead owl, Avril immediatly casts a spell, targetting one of the dragon-like creatures beneath her. A ball of flame forms on top of the creature, threatening to burn it with elemental fire. Avril cries once more before looking at the descent to get a little closer to the battle.

[SBLOCK=OOC]OOC: Mandla continues to defend Larian, so will start in a square adjacent to him. Mandla readies an attack to bite any creature that comes close to him or Larian. Mandla Bite Attack: +8. Damage: 1d6+4. Avril is 100 ft. up in the air at M13. She casts Flaming Sphere, and targets the critter at N/O 12/13. Damage: 2d6 hp Fire. Reflex DC 15 negates.

Spells and Abilities Active:

Wild Shape (Eagle, 6 hours)
Flaming Sphere (5 rounds)

Spells Cast and Abilities/Items Used:

Barkskin
Call Lightning
Wild Shape (1 Used)
Flaming Sphere

Spells Prepared:

Spells Prepared (Normal 5/3/3/2, Wis 0/1/1/1):

Level 0 (5): Cure Minor Wounds (2), Detect Magic (2), Guidance
Level 1 (4): Cure Light Wounds, Enrage Animal, Faerie Fire, Produce Flame
Level 2 (4): Bull's Strength, Bear's Endurance
Level 3 (3): Cure Moderate Wounds, Sleet Storm

XP: 325 (Blockade)

Avril's Character Sheet
[/SBLOCK]
 

Initiatives - Round 1
Razorfiends 25 <-ending here
Tyrla 22
Warren 17
Larian 15
Pender 14
Siobhan 13
Avril 7

Tyrla: Tyrla is the first to act, noting her skittish mount, and firing her eldritch blast into the nearest foe. The blast scorches her target for 14 points of damage.

Warren: Warren backs off, careful to protect himself from the razorfiends.

Avril: Conjurs a ball of flame right into the monster that was hit by Tyrla. The creatures feral instincts and quick reaction time allow it to avoid the hit.

Razorfiends: The greenspawn are fast, and they leap into the air covering between 15 and 40 feet with their jumps even without running. They land on the bounce, running through the problematic terrain with a great deal of haste. Two of them gang up on Pender, seeing his weapons and armor as the most threatening thing on display. One misses, but the other confirms a critical hit dealing 32 points of damage. Mandla reactively attacks one of the fiends, hitting it for 8 damage.

A third monster makes it to Warren and attacks, but is dodged fairly easily by the nimble halfling.

The fourth makes a poor jump, and does not cover nearly enough ground to directly engage the group.

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I made some presumptions on Siobhan and Pender's positions.
R-S/19-20 is the most injurred (22 points).
 

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Tyrla shuddered at the sight of the two beasts suddenly right in front of her- this was not good. She slid gracelessly from the saddle, dismounting before the horse could throw her- in a reflexive twist of self-preservation, she went off the side away from the beasts. Even as she moved, though, another surge of arcane power curled into her hand, ready to be unleashed.

OOC: Dismount, so that the horse is between her and the beasts (I guess that puts her in V 19); invoke another eldritch blast, defensively if needed; ranged touch +9, 3d6+1 damage (point blank); Concentration +11 vs. DC 16; targeting R/S 19-20
 

Siobhan gives up trying to fire an arrow at the moment, and instead draws her warhammer while holding the bow in the other. She swings the weapon towards the closest beast, using her higher position on the horse to her advantage.
"Begone, foul beast of evil!"

[sblock=OoC]An excellent presumption.
Siobhan smites the greenspawn, bringing her final modifiers to +12 (1d8+11/x3).
Her Ride modifier, if it is needed at some point, is -2.
AC is currently 18, Touch 12, Flat-footed 17 due to not having shield readied.

I probably won't be having a reliable internet connection for the next couple of days, so here are some guidelines for handling her:
Continue melee attacking untill no spawn is adjacent.
When no enemies adjacent, cast Prayer.
If a spawn is within an easy distance (one move), engage, otherwise sheath the warhammer and use the bow.
Healing seriously wounded allies takes precedence over attacking the enemies unless there are only a few left on the brink of death.
If reduced to less than ½ HP, activate Healing Devotion as an immediate action.[/sblock]
 

Into the Woods

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